Tumble problems

So guys.... tumbling....

Still curious if the OP ever did anything with what was suggested or what solution he came up with. Even though we don't share the same play-styles it would be interesting to find out.
 

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So guys.... tumbling....

Still curious if the OP ever did anything with what was suggested or what solution he came up with. Even though we don't share the same play-styles it would be interesting to find out.

I'm just wondering, in the OPs game (assuming a PC tumbled during the fight), how much time is spent after combat with the PC gathering up all of his gear that went flying?
 

I'm just wondering, in the OPs game (assuming a PC tumbled during the fight), how much time is spent after combat with the PC gathering up all of his gear that went flying?

I don't know about his game, but if it is anything like mine, a couple of rounds.

Between PC's chucking throwing weapons, dropping weapon in order to switch weapons, dropping light sources, and losing weapons to disarms and fumbles the battlefield can get fairly littered.

This can occasionally matter, as dropped light sources make intriguing targets for opponents with dark vision, and some races are very likely to treat dropped weapons as looting oppurtunities.
 

I'm just wondering, in the OPs game (assuming a PC tumbled during the fight), how much time is spent after combat with the PC gathering up all of his gear that went flying?

Hilarious. Speaking of minutia, I remember playing a post-apocalyptic Modern game where the DM made us scrounge for every last drop of gasoline. The idea itself was cool; execution? Not so much. The game devolved into an endless series of roll after roll after roll. After a while the novelty wore off and a deep seated hatred of scrounging for resources had taken root in the group.

We have not played it sense, and when we saw the Adventurer's Kit in the 3.5 PHB2 (and later in 4th edition) we all let up a cheer. Sometimes it can be fun to plan out an expedition and making sure the group has specialized gear, but there's a point where it stops being fun and become work. I'm sure that point is reached at different times for different groups.

More on topic, I kind of envision the Kirk-roll more than the flippity-flippity-hop-hop-stickit! style of tumbling. Makes more tactical sense to me. Why flail your arms around unless you're just aching to get them chopped off?
 

I have not read the whole thread just the first 2 pages but just wanted to say that i love you water bob. Have yet to see another group on these boards that shared my style of play but you seem to have it down to a T. You go to slight more extremes then i do but only due to the players im with currently! Why people would play D & D without the things you describe i just dont know, if you want somthing else play a computer game your get more out of it! On the subject of tumble inside the 3.5 universe it can seem a bit out of wack, i usually just make the dcs rather high especialy vs figther types
 

I have not read the whole thread just the first 2 pages but just wanted to say that i love you water bob. Have yet to see another group on these boards that shared my style of play but you seem to have it down to a T. You go to slight more extremes then i do but only due to the players im with currently!

I'm not advocating you play our way. We are simulationists. If a player comes into my game and expects to have his character hide in a brightly lit room just because he rolled a resounding success on his Hide Skill, he's in for a real surprise. I want to know where he's hiding, behind what piece of furniture. And, if he can't come up with something good, then brother, he ain't hiding.

Now that may be a bit too literal and logical for some, but that is the way we play in my group.
 

That's actually supported by the rules that say you need something to hide behind.

What's less well supported is the idea that the PC must account for every bit of gear he has on lest own shoe laces in while dodging his enemies, which is neither literal nor logical - sure it may be more "realistic" but it would entail similar penalties to grappling and other maneuvers. The game would be a pain as everyone struggled to keep track of all their possessions for fear of screwing up in combat, which I feel to be against the spirit of the activity which is to have fun.

I enjoy minute attention to detail when it comes to the setting. I do not enjoy it so much when it is used to screw over the player.
 
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What's less well supported is the idea that the PC must account for every bit of gear he has on....

Boy, that sure does bother you. I wonder why?

Me and my group are having wrong-bad-fun, and it just tears you up.





I enjoy minute attention to detail when it comes to the setting. I do not enjoy it so much when it is used to screw over the player.

How does it screw over the player? The player knows exactly what he's carrying. The GM is not screwing him at all. Both agreed on what the character carries when the PC was created. This is kept on an equipment sheet. And, from time to time, the equipment sheet is updated if supplies are used or the character loses something.

That's it.

If by "screwing" over the player you mean that I don't allow the player to have something that he never thought of until he needed it, then, yes, you're right. The player is screwed. He shoulda thunk to brung it.

That's one screwed puppy.
 

Boy, that sure does bother you. I wonder why?

Me and my group are having wrong-bad-fun, and it just tears you up.
Yes. That must be it. You are no doubt correct. I applaud you for plumbing the depths of my psyche to get the true answer as to my motivations. I just cannot stand people not playing the game the way I play it. Thank you for providing such a valuable service for free.

How does it screw over the player? The player knows exactly what he's carrying. The GM is not screwing him at all. Both agreed on what the character carries when the PC was created. This is kept on an equipment sheet. And, from time to time, the equipment sheet is updated if supplies are used or the character loses something.
Demanding a player account for how the sword on his belt is arranged so that it doesn't fly out of its scabbard, how his daggers are holstered so they don't stab him in the groin, and how his waterskin is slung around his neck so it doesn't strangle him when making a combat maneuver that involves violent motion while not applying the same logic to other combat maneuvers that also involve violent motion seems to be the kind of thing that is more geared to making things difficult for the player rather than fun.
 
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Yes. That must be it. You are no doubt correct. I applaud you for plumbing the depths of my psyche to get the true answer as to my motivations. I just cannot stand people not playing the game the way I play it. Thank you for providing such a valuable service for free.

If you've got a reason why you've got to drop a load on the way my game is run, then, I'd like to hear it. Because, last time I checked, my players love the way I run my game. None of them say what you say below...

...seems to be the kind of thing that is more geared to making things difficult for the player rather than fun.

To you, it seems "not fun". I get that. You've said it post after post.

I also get the feeling that you're irriatated because I won't run my game the way you would.

My players are enjoying the hell out of my current Conan campaign. They've commented that it's the best campaign I've run in decades. That doesn't sound like they're not having fun to me.

I've heard your comment, in this thread and others, over and over. You don't have to keep on saying how you wouldn't like to be in my game. We have different play styles.

Now, you're just going to have to accept that people play differently than you do and stop letting it bother you so much.

Life's too short.
 

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